New to PFS couple of questions


Pathfinder Society


As stated in the title, I am new to trying PFS. Going to be trying out my hand with this at Paizocon and am working on a couple characters of my own for lvl 1.

Now reading through the PFS Guide I see that you have to have all the books for whatever you are using. (ie. Classes, Races, feats etc.) I'm curious though if this would extend to everything even minor things like ethnicity to a human character? I was looking at having a Tian-Shu human. Though I do not have the book(s) for this particular ethnicity. So is that ok or no?

I'm also curious on Deity's, am I able to use one I do not have a book for?

Thanks

Paizo Employee 2/5 RPG Superstar 2014 Top 4, RPG Superstar 2013 Top 32

The sourcebook requirement applies only to game mechanics (feats, spells, races, magic items, and so on), as far as I know.

You don't need to own, for example, the Inner Sea World Guide just to play a character from Varisia. (It is an excellent book, of course!)

1/5

Deities you'd need to own the book if it's mechanical, aka a cleric worshiping them, because some divine casters (cleric, oracle, paladin, inquisitor, maybe more) have to pick a specific deity they get their powers from.

Or if you're wanting to use their deific obedience feat.

But if you're fighter is all like, "BTW I worship COSJEolNC god of Awesomeness" for fun. Then I think you're okay.

Dark Archive

If you're picking a human ethnicity, be sure to clarify to the GMs at the Con that it's only fluff and that your not using it as a prerequisite for any feats or languages.


Lord Laird Bates wrote:
If you're picking a human ethnicity, be sure to clarify to the GMs at the Con that it's only fluff and that your not using it as a prerequisite for any feats or languages.

Yeah it would be for "Fluff" character look/presence I guess as it were, though Language would play into it as he would than speak that language.

And no, I currently now have 3 PSF characters I've made, a Slayer, Ranger and a Sorcerer.

The Exchange 3/5

You will need the source book for knowing the regional language.

Most resources say: Humans begin play knowing all listed languages for their chosen ethnicity as racial languages.

Scarab Sages 5/5 5/55/55/5

I would highly recommend trying a game or two before paizocon, it can be confusing enough when you can hear someone clearly , when they have more time, and without the early stages of con crud setting in.

See if this is anyhelp, I could use the feedback


Flutter wrote:

I would highly recommend trying a game or two before paizocon, it can be confusing enough when you can hear someone clearly , when they have more time, and without the early stages of con crud setting in.

See if this is anyhelp, I could use the feedback

Won't have time to try any PFS games before hand I wish I did, but I don't mind the concrud... I may just make him straight human then just to avoid any issues.

5/5 5/55/55/5

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Wolverine690 wrote:


Won't have time to try any PFS games before hand I wish I did, but I don't mind the concrud... I may just make him straight human then just to avoid any issues.

If you want to throw up a character we can take a look at it.

Well, as a player getting concrud is bad. When the DM starts getting concrud and can't tell fantasy from reality hallucination fantasy from the other fantasy they can loose the new guys a little.

You can be from the region, it probably won't come up. The PDfs are a legal source and cheap, for 10.04 cents you can buy something and then print out the page you need.


BigNorseWolf wrote:
Wolverine690 wrote:


Won't have time to try any PFS games before hand I wish I did, but I don't mind the concrud... I may just make him straight human then just to avoid any issues.

If you want to throw up a character we can take a look at it.

Well, as a player getting concrud is bad. When the DM starts getting concrud and can't tell fantasy from reality hallucination fantasy from the other fantasy they can loose the new guys a little.

You can be from the region, it probably won't come up. The PDfs are a legal source and cheap, for 10.04 cents you can buy something and then print out the page you need.

But that's the best when the GM starts seeing us as true enemies they must kill and they hop on the table and start trying to through fireballs, magic missiles or whatever at us. then in turn we start tossing dice, empty cans etc at them. Awe fun times... hahahaha

how do I through up a character? I use HeroLabs and have them done up on there. is there a place to post the PDF here? Or I'm fine emailing it to someone to check out. Definitely would like to have them legit for the games I'm in vs having to use a premade one.

5/5 5/55/55/5

I don't use the program myself but try

Go to File-->Output Active Hero Summary. That produces a plain text output that you can save to .txt format.


ok then where do I post it? or just copy & paste here?

5/5 5/55/55/5

That'll work. Don't want you lost in the forums on your first day there's some weird people there...

If you want to get fancy you can

(spoiler)Hero goes here (/spoiler)

Replace the (s with [


Spoiler:

Chun, Shuo
Male human (Tian-Shu) slayer 1 (Pathfinder RPG Advanced Class Guide 53)
CN Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
short sword +1 (1d6+2/19-20) or
short sword +1 (1d6+2/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Double Slice, Two-weapon Fighting
Traits blade of the society, veteran of battle
Skills Acrobatics +4 (+0 to jump), Bluff +5, Heal +4, Intimidate +5, Knowledge (geography) +5, Perception +4, Sense Motive +4, Stealth +4
Languages Common, Minkaian, Tien
SQ track +1
Combat Gear crossbow bolts (50); Other Gear leather armor, dagger, light crossbow, short sword, short sword, bedroll, belt pouch, crossbow bolt quiver (worth 0.5 gp), flint and steel, grappling hook, hemp rope (50 ft.), manacles, masterwork backpack[APG], torch, trail rations (10), waterskin, 4 gp, 8 sp, 9 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/50
Dagger - 0/1
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Torch - 0/1
Trail rations - 0/10
--------------------
Special Abilities
--------------------
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Spoiler:
Gaelin
Male elf ranger 1
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
longsword +3 (1d8+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 11, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot
Traits patient optimist, tracker of the society
Skills Acrobatics +1 (-3 to jump), Diplomacy +0 (+2 to influence hostile or unfriendly creatures), Handle Animal +4, Heal +6, Knowledge (nature) +5, Perception +8, Stealth +4, Survival +6 (+8 while in your favored terrains); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic, track +1, wild empathy +1
Combat Gear arrows (50); Other Gear leather armor, dagger, longbow, longsword, backpack, bedroll, belt pouch, blanket[APG], flint and steel, grappling hook, hemp rope (50 ft.), lamp, trail rations (8), trail rations (2), waterskin, 32 gp, 8 sp
--------------------
Tracked Resources
--------------------
Arrows - 0/50
Dagger - 0/1
Trail rations - 0/8
Trail rations - 0/2
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Spoiler:
Amodias
Male human sorcerer 1
CN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
morningstar +1 (1d8+1)
Ranged light crossbow +2 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—thunderstaff
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, magic missile
0 (at will)—acid splash, disrupt undead, light, mage hand
Bloodline Stormborn
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Traits charming, librarian
Skills Bluff +4 (+5 vs. characters who could be attracted to you), Diplomacy +4 (+5 vs. characters who could be attracted to you), Knowledge (arcana) +5, Knowledge (planes) +2, Spellcraft +5, Use Magic Device +8
Languages Abyssal, Common
SQ bloodline arcana (+1 to save DC of spells with electricity or sonic descriptor)
Combat Gear arrows (50); Other Gear dagger, light crossbow, morningstar, backpack, bedroll, blanket[APG], trail rations (5), waterskin, 96 gp, 4 sp
--------------------
Tracked Resources
--------------------
Arrows - 0/50
Dagger - 0/1
Librarian (1/day) - 0/1
Thunderstaff (Shock 1 rds, 7/day) (Sp) - 0/7
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodline Arcana: Stormborn +1 to save DC of spells with electricity or sonic descriptor.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds, 7/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Those are the 3 I've come up with so far. I'm planning on making a couple backups incase we are like heavy on certain classes.

5/5 5/55/55/5

Chun Shuo

Blade of the society is rogue only.
Point buy looks right but The 13 charisma is a little confusing. you may want a higher con score, especially on lighty armored melee that really needs to full attack and isn't wearing a shield.

As your first character if he dies its really annoying. Survivability is a lot more important to him than someone that can just open a binder and take out another 26 characters the next session, and let the party hide behind the mound of dead bards.

Gaelin

I'm not sure how good a trait to roll diplomacy against hostile things is when your diplomacy can't hit the 20/25 but I'll assume you have some future evil plans for that.

Amodias

10 con will get you killed. Bail! BAIL!
I don't know if you have plans for a feat with a 13 int (i think there's ONE for a sorcerer) but STR: 8 DEX: 14 CON: 14 INT: 12 WIS: 10 CHA: 16+2 would be a lot more survivability.

Charming is good if you cast language dependant spells. But it can get very annoying reminding the DM about the bonus and asking if an npc swings your way. (And on Golarion do NOT take anything for granted)

I don't know if you don't like to or you're not aware but you can dump stats down to 7. Some people hate it, some love it (personally.. DUMP TRUCK!)

I would pick one, and level them out to 2 or 3 Now so you don't have to do that during precious precious sleep time at the con. Other people that have lots of characters can alter around you.

You theoretically CAN play Chun in one session, gaelin in the next one, and Amodias in the next and apply the credit all to one character, and then you show up and play at level 2 and POOF, your protoplasm solidifies as one of them (or something else entirely)

Shadow Lodge 4/5

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Alright, after a quick glance at your PCs, here're some brief thoughts.

Slayer - Pretty decent overall, other than a few minor tweaks this PC is good to go.

In Depth:

1. Don't take the TWF feat. I'm serious. You're wayyy better off using a Slayer Talent to take a Ranger Style to take TWF (convoluted, I know, but hear me out). If you do that, you ignore the prerequisites for the feat, so... you don't have to waste so many build points on getting up to 17 Dex. With that, I'd swap Str and Dex, then swap Dex and Con.

So your new stat array would look like: Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 13

Then your first level feats should be Weapon Focus and Power Attack, giving you a bit more early game damage.

2. Blade of the Society actually only works for Rogues, so you don't qualify for it. Other good traits include Reactionary and Student of Philosophy.

3. Will is probably the most important save, I'd swap Wisdom and Charisma. If you wanted to dump Charisma, you'd be able to up both Int and Wis to 14, then you can use the Student of Philosophy trait to keep your social skills relevant.

Ranger - Ehh... I think this one needs a bit of work

In Depth:

1. Not being human is massively crippling for Archers. You really, really need as many feats as possible, as quickly as possible.

2. Evil Outsiders are certainly common enemies, but only after 5th level. Prior to that, they rarely show up. I'd suggest making your first favored enemy something like "Undead" or "Humans", both of which are far more prevalent early on, and then taking Evil Outsiders as your second FE.

3. Your Con is too low. Don't know what you'd drop to raise it (maybe bring Wis down by a point or two? Or lower Charisma?) But either way, you're gonna want a minimum of 12 Con.

Socerer - Nothing wrong with the PC, but the concept isn't great.

In-Depth:

1. As mentioned above, you're gonna want at least 12 Con. For full-casters, I like having around 14-16 Con at first level.

2. As I said above, there's nothing particularly wrong with the build so far, but you're gonna encounter problems later on. Blaster casting isn't particularly great in Pathfinder (barring the crossblood-Evoker build), and Electricity is one of the worst elements to blast with. The spells that deal electricity damage are generally few and few between, plus Demons are completely immune to it; and given Season 5 is "year of the Demon" you can bet they're going to show up.

You'll be just like any other Sorc early on, but your build isn't going to pick up nearly as much as other casters. That may not be a problem if you know what you're doing, but it's something to be aware of.

3. This is personal preference, but I prefer to slot something like Color Spray or Grease, over Mage Armor for the first few levels. At this point, you're better off saving your spell slots for the fights, and just relying on a wand to take care of the buffs.

Overall, your PCs look fine. They're well-equipped with adventuring staples like Torches, Flint and Steel, and Rope (can never have too much rope). The only other piece of mundane gear I'd suggest is an Alchemist's Fire or Acid flask, those are crazy important for dealing with Swarms.


Thx for the help and ya I'm one of those people who hate to go below 10.

I will adjust some on them.

Dark Archive

Unless you have plans for a sorcerer with a strength modifier I'd say put those two points into your constitution and by the time you hit fourth level, maybe sooner, you'll have the gold for a belt of mighty constitution. I have a human sorcerer whos a sage archetype of the arcane bloodline where he uses his intelligence modifier instead of his charisma. The trade off is instead of a familiar or bonded item he gets the made in Hong Kong version of magic missile usable 3+ times per day. With him I dumped his Strength and Charisma down to 7, upped his Dexterity, Constitution, and Wisdom to 14 and his Intelligence to 19 after the racial bonus.

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